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Title Screen (#454)
* Barebones title screen prefab added * logo and stuff * cool * Added sfx to title screen * The logo now bops to the beat * epic reveal * Fixed something * put some of the stuff into the main menu * other logo bop * Implemented logobop2 and starbop * added scrolling bg, tweaked positioning and wip splash text for play button * more menu * ooops * Expand implemented * cool * Made stars spawn in in the opening * make UI elements look nicer on different aspect ratios * add sound while hovering over logo * add settings menu to title screen make the title screen properly play after the opening * swap out title screen hover sound remove the old config path warning * every button works, some play mode fixes * fix issues with beataction/multisound and pausing * fix dropdown menus not working in certain screens * fix particles rotating when camera controls are used * touch style pause menu items only trigger if cursor is over an item * various changes make playback (unpausing) more reliable only apply changes to advanced audio settings on launch fix title screen visuals add opening music continue past opening by pressing a key update credits * almost forgot this * lol * initial flow mems * user-taggable fonts in textboxes * alt materials for kurokane * assets prep * plan out judgement screen layout change sound encodings * start sequencing judgement * judgement screen sequence * full game loop * fix major issue with pooled sound objects rebalance ranking audio fix issues with some effects in play mode * new graphics * particles * make certain uses of the beat never go below 0 fix loop of superb music * make markers non clamped lockstep frees rendertextures when unloading * lockstep creates its own rendertextures swapped button order on title screen added null checks to animation helpers disabled controller auto-search for now * enable particles on OK rank * play mode info panel * let play mode handle its own fade out * fix that alignment bug in controller settings * more safety here * Update PauseMenu.cs * settable (one-liner) rating screen text * address minigame loading crashes * don't do this twice * wav converter for mp3 * Update Minigames.cs * don't double-embed the converted audio * studio dance bugfixing spree * import redone sprites for studio dance * update jukebox prep epilogue screen * epilogue screen * studio dance inkling shuffle test * new studio dance choreo system * markers upgrade * fix deleting volume changes and markers prep category markers * Update Editor.unity * new rating / epilogue settings look * update to use new tooltip system mark certain editor components as blocking * finish category system * dedicated tempo / volume marker dialogs * swing prep * open properties dialog if mapper hasn't opened it prior for this chart fix memory copy bug when making new chart * fix ctrl + s * return to title screen button * make graphy work everywhere studio dance selector membillion mems * make sure riq cache is clear when loading chart * lol * fix the stupid * bring back tempo and volume change scrolling * new look for panels * adjust alignment * round tooltip * alignment of chart property prefab * change scale factor of mem * adjust open captions material no dotted BG in results commentary (only epilogue) bugfix for tempo / volume scroll * format line 2 of judgement a bit better update font * oops * adjust look of judgement score bar * new rating bar * judgement size adjustment * fix timing window scaling with song pitch * proper clamping in dialogs better sync conductor to dsptime (experiment) * disable timeline pitch change when song is paused enable perfect challenge if no marker is set to do so * new app icon * timing window values are actually double now * improve deferred timekeep even more * re-generate font atlases new app icon in credits * default epilogue images * more timing window adjustment * fix timing display when pitched * use proper terminology here * new logo on titlescreen * remove wip from play update credits * adjust spacing of play mode panel * redo button spacing * can pass title screen with any controller fix issues with controller auto-search * button scale fixes * controller title screen nav * remove song genre from properties editor * disable circle cursor when not using touch style * proper selection graphic remove refs re-add heart to the opening * controller support in opening --------- Co-authored-by: ev <85412919+evdial@users.noreply.github.com> Co-authored-by: minenice55 <star.elementa@gmail.com> Co-authored-by: ThatZeoMan <67521686+ThatZeoMan@users.noreply.github.com>
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@ -9,6 +9,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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namespace HeavenStudio.Games.Loaders
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{
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@ -197,13 +198,16 @@ namespace HeavenStudio.Games
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[SerializeField] SpriteRenderer[] slaveSteppers;
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// rendertextures update when the slave steppers change sprites
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[SerializeField] CustomRenderTexture[] renderTextures;
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[SerializeField] Vector2 rtSize;
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[SerializeField] Camera cameraNear1, cameraNear2, cameraDV;
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[SerializeField] RawImage topT, topN, bottomL, bottomC, bottomR, bottomN;
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[SerializeField] SpriteRenderer background;
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[SerializeField] Material stepperMaterial;
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[Header("Properties")]
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static List<QueuedMarch> queuedInputs = new();
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RenderTexture[] renderTextures;
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Sprite masterSprite;
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HowMissed currentMissStage;
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bool lessSteppers = false;
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@ -243,6 +247,39 @@ namespace HeavenStudio.Games
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}
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bachEvents = EventCaller.GetAllInGameManagerList("lockstep", new string[] { "bach" });
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renderTextures = new RenderTexture[3];
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renderTextures[0] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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renderTextures[1] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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renderTextures[2] = new RenderTexture((int)rtSize.x, (int)rtSize.y, 24, RenderTextureFormat.ARGB32)
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{
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wrapMode = TextureWrapMode.Repeat,
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};
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cameraNear1.targetTexture = renderTextures[0];
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cameraNear2.targetTexture = renderTextures[1];
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cameraDV.targetTexture = renderTextures[2];
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topT.texture = renderTextures[2];
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topN.texture = renderTextures[0];
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bottomL.texture = renderTextures[2];
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bottomC.texture = renderTextures[2];
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bottomR.texture = renderTextures[2];
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bottomN.texture = renderTextures[1];
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}
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void OnDestroy()
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{
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foreach (var rt in renderTextures)
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{
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rt.Release();
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}
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}
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private static bool ForceStepOnBeat(double beat)
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@ -312,6 +349,10 @@ namespace HeavenStudio.Games
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masterStepperAnim.gameObject.SetActive(!lessSteppers);
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UpdateAndRenderSlaves();
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cameraNear1.Render();
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cameraNear2.Render();
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cameraDV.Render();
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}
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void UpdateAndRenderSlaves()
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@ -693,7 +734,7 @@ namespace HeavenStudio.Games
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private void JustOn(PlayerActionEvent caller, float state)
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{
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currentMissStage = HowMissed.NotMissed;
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stepswitcherPlayer.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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stepswitcherPlayer?.DoScaledAnimationAsync("OnbeatMarch", 0.5f);
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShot("nearMiss");
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@ -706,7 +747,7 @@ namespace HeavenStudio.Games
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private void JustOff(PlayerActionEvent caller, float state)
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{
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currentMissStage = HowMissed.NotMissed;
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stepswitcherPlayer.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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stepswitcherPlayer?.DoScaledAnimationAsync("OffbeatMarch", 0.5f);
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if (state >= 1f || state <= -1f)
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{
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SoundByte.PlayOneShot("nearMiss");
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@ -719,7 +760,7 @@ namespace HeavenStudio.Games
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private void MissOn(PlayerActionEvent caller)
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{
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if (currentMissStage == HowMissed.MissedOn) return;
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stepswitcherPlayer.Play("OnbeatMiss", 0, 0);
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stepswitcherPlayer?.Play("OnbeatMiss", 0, 0);
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SoundByte.PlayOneShotGame("lockstep/wayOff");
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currentMissStage = HowMissed.MissedOn;
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}
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@ -727,7 +768,7 @@ namespace HeavenStudio.Games
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private void MissOff(PlayerActionEvent caller)
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{
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if (currentMissStage == HowMissed.MissedOff) return;
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stepswitcherPlayer.Play("OffbeatMiss", 0, 0);
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stepswitcherPlayer?.Play("OffbeatMiss", 0, 0);
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SoundByte.PlayOneShotGame("lockstep/wayOff");
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currentMissStage = HowMissed.MissedOff;
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}
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